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Kayomn

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Nexus Mods Profile

About Kayomn

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  • Website URL
    http://www.swirca.co.uk
  • Country
    United Kingdom
  • Currently Playing
    Skyrim: Special Edition
  • Favourite Game
    Fallout: New Vegas

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  1. Disabling AI won't work because it pauses event processing, meaning further hits against the AI aren't processed. All hope is not lost, I've made machines go into a shutdown state whenever they get hit now. It works and actually looks neat.
  2. Disabling AI won't work because it pauses event processing, meaning further hits against the AI aren't processed.
  3. Alright, so new issue: most all robots are immune to knowdowns, meaning paralysis doesn't work on them. I'm trying to find an alternative, like temporarily switching off their AI in a script or making them do some sort of shutdown.
  4. I've fixed the paralysis effect. Just need to add the conditions to it and it should be good. Currently it casts every time regardless, do you want me to add a random chance for the effect to not happen? If so would you like the chance to dictate if the robot stun happens or if the explosion happens at all?
  5. This effect is less than subtle. I think you'll need to substitute the explosion nif with something else once this is finished. I'll leave whatever it is up to you. I the paralysis explosion effect working then I didn't so I'm currently solving that.
  6. Alright, I've got my installation of FO4 working again after a lot of mod updating as well. I'll get back to you tomorrow with a finished EMP explosion effect.
  7. While I've been waiting for F4SE to get an update I've been tinkering with a paralysis AOE effect that applies to machines and power armor only. Once I get a chance I'll check to see how it works. Alright, thanks buddy, have you got a way to make the explosions ignore the player? Won't be fun having your legs broken everytime one of those explosions gets casted :pinch: That's very easy. You just put a condition in the effect that the person being targeted isn't the player and it will simply skip the application of the effect to you.
  8. While I've been waiting for F4SE to get an update I've been tinkering with a paralysis AOE effect that applies to machines and power armor only. Once I get a chance I'll check to see how it works.
  9. Ever since Fallout updated and put my version of F4SE out of date I haven't been able to launch my game. Gonna have to wait until a new version is released, but we've got a electrical distortion effect. Gonna have a go at seeing if it can be made to shut down robots on critical hits.
  10. Someone I know is working on a version that utilizes the Tesla effect. As it turns out the issue isn't exclusively all explosives, it's explosive types. A lot of explosives like ones attached to projectiles aren't placable via generic means. A compromise is being worked, that adds a new AOE tesla effect.
  11. Well I must have been doing something wrong then, because I was doing literally that yesterday. Scriptname kmod_SuperSledgeScript extends activemagiceffect Explosion property lightningExplosion auto event OnEffectStart(Actor akTarget, Actor akCaster) akTarget.PlaceAtMe(lightningExplosion) endevent
  12. Yeah, you can make it fire a projectile. However that's not what you want, is it? EDIT: Yeah, I can make it fire a projectile if you want it to. I'll take a look at it tomorrow. However, be aware that this may make it a very gimmicky weapon.
  13. Alright, so Fallout 4 seems to not like it if you attempt to use an explosive in any way outside of a projectile. Because of this it appears as though it is functionally impossible within the game engine to cast the chain lightning explosion via a weapon. Multiple implementations have been tried. Placing the explosion at the position of the target, casting a spell that spawns the explosion, etc. Everything executes on the effects EXCEPT the explosion. I'd like to say I was able to find away, but after over 6 hours I've had no luck.
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